Li Shenron
Legend
The only 5e spell that has ever bothered me, and was never addressed by WotC, Guidance is still the same potentially spammable spell in the game. As DM, what saved me from raging against it, is basically just the fact that most of the time I play with either beginners who haven't noticed how easy it is to abuse it, or with players who purposefully choose not to, because they know it's not fun. As a player I am in same league as the latter, and when playing a Cleric I purposefully avoid learning Guidance so that nobody can ask me to spam it.
In a game I am currently a player however, one of the player is indeed spamming it at every check. The DM doesn't seem to be bothered, and when I asked them why, they just told me they are increasing all DCs accordingly to take Guidance into account. Personally I think this consequence is an appalling proof that Guidance is very much bad game design. What is the point of an option which encourages a DM to silently negate it?
I thought about how to exert some control over Guidance already 12 years ago so that it would still be beneficial but not spammable (but then eventually I didn't have to enforce it much due to what I said about my players). For example, I generally thought that I would not allow it on checks representing efforts longer than Guidance duration (including Knowledge checks).
Another option I thought about was not allowing to cast Guidance after someone has already said what they want to do, but this could easily develop into nasty confrontations between players and DM trying to outsmart each other... I much prefer an honest up-front house rule.
Recently I thought of how some other spells and abilities have a limit on how many times the target can benefit from them. Perhaps "a creature can benefit from the effect of Guidance cast by a specific caster only once per X" might be a good balancing house rule, where X could be for example 1 hour or a short rest, depending on the DM's campaign needs. It can still allow plenty of bonuses without being it on every single check, and has an element of choice (are you sure you want to blow Guidance on this easy task and not save it for later?).
What other ideas have you used to prevent Guidance spamming and how did they work out in practice?
In a game I am currently a player however, one of the player is indeed spamming it at every check. The DM doesn't seem to be bothered, and when I asked them why, they just told me they are increasing all DCs accordingly to take Guidance into account. Personally I think this consequence is an appalling proof that Guidance is very much bad game design. What is the point of an option which encourages a DM to silently negate it?
I thought about how to exert some control over Guidance already 12 years ago so that it would still be beneficial but not spammable (but then eventually I didn't have to enforce it much due to what I said about my players). For example, I generally thought that I would not allow it on checks representing efforts longer than Guidance duration (including Knowledge checks).
Another option I thought about was not allowing to cast Guidance after someone has already said what they want to do, but this could easily develop into nasty confrontations between players and DM trying to outsmart each other... I much prefer an honest up-front house rule.
Recently I thought of how some other spells and abilities have a limit on how many times the target can benefit from them. Perhaps "a creature can benefit from the effect of Guidance cast by a specific caster only once per X" might be a good balancing house rule, where X could be for example 1 hour or a short rest, depending on the DM's campaign needs. It can still allow plenty of bonuses without being it on every single check, and has an element of choice (are you sure you want to blow Guidance on this easy task and not save it for later?).
What other ideas have you used to prevent Guidance spamming and how did they work out in practice?
Last edited:








